Atmospheric Survival Horror
Single-player, third-person. Dread accumulates through fog, lighting, distance and silence — not jumpscares. The horror is the moor itself, and the slow state of the world.
An untamed procedural survival journey
The forest remembers. The path forgets.
Ashmoor is a procedural wilderness shaped by a single seed and the choices you make within it. Every forest, every clearing, every pagan setpiece is generated anew — yet always within the bones of a deliberate design.
Set foot in radial zones of escalating danger. Paths exist as guides, never as boundaries. The contiguous mesh stretches on with no loading walls, no level transitions — only the steady tightening of dread.
Single-player, third-person. Dread accumulates through fog, lighting, distance and silence — not jumpscares. The horror is the moor itself, and the slow state of the world.
No magic, no monsters on screen. Lantern fuel, torch batteries, what you carry, where the light reaches. Survival is honest and material — tension is in the resources, not the HUD.
Faceted geometry under desaturated volumetric fog. Aesthetic touchstones: Darkwood meets The Long Dark. Every silhouette tuned, every clearing composed.
Pagan cabins, science camps, fallen-tree shrines — set pieces composed from a tight prop library, dropped into procedurally-scattered woodland that streams around you as you walk.
Follow the slow unfolding of Ashmoor — terrain experiments, prop carving, the lighting rig that keeps the dark honest.
Open the Devlog